
Panther ARS is a modern, immersive traffic-enforcement suite for FiveM, combining advanced dual-antenna police radar, automatic license plate recognition, vehicle targeting, traffic-stop documentation, and optional ERS / Night Shifts MDT integration into one cohesive system.
Designed to feel like actual equipment installed inside a modern patrol vehicle, Panther ARS replaces the traditional oversized FiveM radar HUD with a purpose-built RDU-4 digital control system, featuring realistic operating states, front and rear radar antennas, target locking, fast-target detection, ALPR functionality, equipment-style controls, and a fully redesigned modern interface.
Whether your community runs dedicated traffic units, highway patrol, city police, sheriff operations, or general law-enforcement roleplay, Panther ARS gives officers a significantly more immersive way to conduct speed enforcement and document traffic stops.
Panther ARS features independent front and rear radar antennas, allowing officers to monitor traffic in multiple directions while maintaining full control over each antenna.
Each antenna supports:
Front and rear radar operation
Independent XMIT / HOLD states
SAME-direction traffic
OPPOSITE-direction traffic
Simultaneous SAME + OPP operation
Strong target detection
Fast target detection
Target direction indicators
Patrol vehicle speed
Individual antenna locking
Target lock / release
Configurable radar behavior
Moving radar operation
Panther distinguishes between the strongest radar return and a qualifying fast target, allowing officers to identify faster vehicles even when another vehicle produces the dominant radar return.
This produces significantly more realistic traffic-enforcement scenarios than basic nearest-vehicle speed scripts.
Panther ARS includes a completely redesigned RDU-4 Radar Display and Control Head built specifically for Panther.
The interface is designed to resemble modern in-vehicle law-enforcement electronics rather than a traditional game HUD.
The RDU-4 includes:
Compact equipment-style radar head
Dedicated front and rear antenna sections
Amber digital radar readouts
Patrol speed display
SAME / OPP indicators
XMIT / HOLD indicators
Target-lock indicators
Front / rear antenna status
Equipment-style LED indicators
Power state feedback
System self-test / startup sequence
Radar lock animations
Dynamic status illumination
Modern OEM-inspired control head
The radar display can also be repositioned and configured by the individual officer.
Officers can operate the entire system through the dedicated Panther control interface.
Controls include:
System Power
Radar Display
ALPR Display
Front SAME mode
Front OPP mode
Front XMIT / HOLD
Front Lock / Release
Rear SAME mode
Rear OPP mode
Rear XMIT / HOLD
Rear Lock / Release
Operator Menu
Display Setup
Quick Guide
Important functions can also be assigned through FiveM's native key-mapping system, allowing every officer to configure their preferred controls.
Panther ARS also includes an integrated Automatic License Plate Recognition system.
The ALPR operates independently from the radar and continuously monitors vehicles passing through the front and rear camera zones.
Features include:
Front ALPR camera
Rear ALPR camera
Automatic plate scanning
Real GTA license plate backgrounds
Front plate locking
Rear plate locking
Plate acquisition animations
Lock / release functionality
BOLO plate configuration
Automatic BOLO alerts
Distinct critical-hit indicators
Integrated audio alerts
Radar and ALPR do not need to be operating together, allowing officers to use the plate-reader independently when appropriate.
When used alongside Emergency Response Simulator (ERS), Panther ARS becomes much more than a radar system.
Panther can automatically create and maintain a traffic-stop record when an ERS pullover begins.
A stop record can contain information such as:
Stop ID
Officer
Callsign
Department
Start time
End time
Vehicle plate
Vehicle information
Driver information
Radar evidence
Stop status
Pursuit status
Traffic-stop timeline
This creates a continuous record beginning with the officer's initial observation and continuing throughout the traffic stop.
Radar locks can automatically be associated with the vehicle involved in an ERS traffic stop.
For example:
Radar Observation
Front Fast Target
94 MPH
TX ABC1234
followed by:
ERS Traffic Stop
TX ABC1234
can become one linked traffic-enforcement record.
Radar evidence may include:
Target speed
Patrol speed
Front / rear antenna
Target direction
Strong / fast target type
Plate
Radar lock information
This allows officers to retain the original radar measurement even after the vehicle has slowed down for the traffic stop.
Panther ARS supports integration with Night Shifts MDT when used alongside ERS.
During an ERS traffic stop, Panther can receive the Night Shifts-backed vehicle information returned by ERS.
Depending on your Night Shifts configuration, information can include:
License plate
Vehicle make
Vehicle model
Vehicle year
Vehicle color
Registered owner
Registration / tax status
Inspection / MOT status
Insurance status
Stolen vehicle status
BOLO information
The information is displayed directly inside the Panther Traffic Stop interface.
Once the officer interacts with the vehicle's driver, Panther can also associate the driver's ERS / Night Shifts identity with the active stop.
Supported information may include:
Driver name
Civilian identity
Licenses
Flags / markers
Police records
This allows Panther to act as a companion traffic-enforcement interface while Night Shifts remains the authoritative records system.
If a traffic stop transitions into a pursuit, Panther can maintain the same traffic-stop record rather than treating the pursuit as an unrelated incident.
Example timeline:
Radar Target Detected
↓
Radar Locked
↓
Traffic Stop Initiated
↓
Vehicle Record Returned
↓
Driver Identified
↓
Driver Flees
↓
ERS Pursuit Started
↓
Pursuit Ended
↓
Traffic Stop ClosedThis creates much more cohesive traffic-enforcement roleplay.
When oxmysql is installed, Panther ARS can store traffic-stop records in MySQL.
Records can contain:
Stop identifier
Officer information
Department
Plate
Vehicle data
Driver data
Radar evidence
Stop timeline
Start / end times
Current stop status
If oxmysql is unavailable, the radar and ALPR systems can still operate independently.
Panther retains synchronized radar behavior for supported multi-officer vehicle operation.
This allows officers sharing the same patrol vehicle to observe synchronized radar equipment states rather than each client operating an unrelated radar instance.
This is ideal for:
FTO units
Two-officer patrol units
Traffic enforcement teams
Supervisor ride-alongs
Panther ARS is designed primarily for law-enforcement and emergency vehicles.
The radar automatically handles equipment visibility when officers enter or leave an eligible vehicle.
For example:
Enter Patrol Vehicle
↓
Open Panther
↓
Enable Radar Display
↓
Operate Radar
↓
Exit Vehicle
↓
Radar Automatically HidesThe system remembers the officer's configured display state while preventing the radar interface from permanently remaining on-screen.
The radar engine uses a mature vehicle-targeting system designed specifically for FiveM radar operation.
Features include:
Vehicle-pool caching
Dynamic radar scanning
Front / rear target filtering
Vehicle-heading checks
Radar antenna sensitivity
Vehicle-size calculations
Optimized target selection
Client-side radar processing
Event-based synchronization
This provides significantly more sophisticated targeting than scripts that simply check the nearest vehicle every frame.
Panther ARS includes configuration options for areas such as:
Radar behavior
Antenna sensitivity
Fast-target settings
Vehicle eligibility
ALPR behavior
ERS integration
Night Shifts integration
Traffic-stop recording
MySQL persistence
UI behavior
Audio
Key mappings
Standalone Radar / ALPR
No framework required for basic radar operation
Emergency Response Simulator
Traffic-stop integration
Vehicle interaction integration
Driver interaction integration
Pursuit integration
Night Shifts MDT
Officer shift data
Vehicle information
Driver / civilian information
PNC integration data
oxmysql
Optional persistent traffic-stop records
For basic radar and ALPR functionality:
FiveM / Cfx.re server
For optional persistent stop records:
oxmysql
For traffic-stop integration:
Emergency Response Simulator
For MDT-backed vehicle and civilian information:
Night Shifts MDT
ERS, Night Shifts MDT, and oxmysql are not required simply to use the core radar and ALPR system.
Panther ARS is ideal for:
Police departments
Highway patrol
State police
Sheriff's offices
Traffic enforcement divisions
Motor units
Dedicated traffic RP
Serious law-enforcement communities
ERS-based servers
Radar shouldn't just tell you how fast the closest car is going.
It should feel like equipment.
Panther ARS combines sophisticated radar targeting, ALPR, traffic-stop documentation, ERS integration, and Night Shifts records into a unified traffic-enforcement platform designed specifically for modern FiveM law-enforcement roleplay.
Detect. Identify. Document.
Panther ARS — Advanced Radar & Recognition System.
Panther ARS contains radar/plate-reader functionality adapted from the MIT-licensed Wraith ARS 2X project by WolfKnight. Applicable original copyright and MIT license notices are included with the resource.
The Panther interface, branding, traffic-stop recorder, ERS/Night Shifts integration layer, evidence workflow, and Panther-specific functionality are custom additions.


Build. Manage. Operate. Experience.
PC Parks isn't being built as another simple FiveM ride script.
It is being developed as a complete amusement park framework and creation platform for FiveM, designed to transform amusement parks, waterparks, boardwalks, fairs, resorts, and entertainment districts into fully interactive multiplayer experiences.
From advanced roller coasters and water slides to queues, ride operations, maintenance, dynamic signage, park admission, attraction control systems and an ambitious Park Creator, PC Parks is being designed around one goal:
Give FiveM servers the tools to create and operate amusement parks at a level of depth that hasn't traditionally existed on the platform.
This package is a PRE-ORDER and grants access to PC Parks when eligible builds/releases are made available under the terms listed for the product.
Most amusement park resources focus on making an attraction move.
PC Parks is being designed around the entire experience surrounding the attraction.
An attraction can potentially have its own:
Instead of scripting every attraction as an isolated feature, PC Parks is being developed as a modular ecosystem where these systems can communicate with each other.
One of the biggest planned components of PC Parks is the PC Park Creator.
The goal is to allow server developers to create sophisticated amusement park experiences without manually writing an entirely new Lua resource for every attraction.
The creator is planned to provide tools for configuring and managing components such as:
PC Parks is being designed as a platform, not merely a collection of hard-coded rides.
PC Parks is planned to support multiple categories of attractions through a common underlying architecture.
The coaster framework is being designed around features such as:
The objective is to make coaster operation feel like an actual attraction instead of simply teleporting a player onto a moving object.
PC Parks is also being designed for configurable flat rides.
Potential attraction types include:
The architecture is intended to allow custom models and motion configurations to be incorporated into the ecosystem.
Waterparks are a major part of PC Parks rather than an afterthought.
The system is being designed around support for experiences including:
Different slide types can use different rider behavior instead of every slide using the same generic movement system.
Body slides are planned to have their own rider system.
Rather than attaching an invisible vehicle to the player, the system can support purpose-built riding behavior including:
PC Parks is being designed around actual configurable ride vehicles for water attractions.
Supported vehicle concepts include:
Ride vehicles can contain predefined seating and effect locations so compatible custom models can integrate directly with PC Parks.
Multi-person slides are intended to actually support multiple players sharing the same ride vehicle.
A double tube can carry two players.
A family raft can carry a complete group.
The system is being designed to manage:
This creates genuinely multiplayer attractions instead of every player experiencing the park independently.
PC Parks is planned to take waterpark immersion considerably further with configurable tube management.
Attractions can potentially track tubes as resources:
Available → Taken → In Use → Returned → Available
This opens the door to features such as:
A ride can potentially be delayed because there are no available tubes rather than simply spawning an unlimited number out of nowhere.
Water attractions can use configurable dispatch systems.
Features are planned around:
Drop slides can additionally support configurable capsule sequences.
Compatible custom capsule models can be configured with:
Giving servers the ability to create much more convincing high-thrill water attractions.
PC Parks is being designed around actual attraction queues instead of simple interaction markers.
Potential queue types include:
Attractions can calculate and expose estimated wait times based on their operation.
Where supported, the seating system is intended to understand player groups.
The system can attempt to keep groups together when assigning seats rather than randomly splitting everyone across a ride vehicle.
Single-rider queues can potentially fill otherwise unused seats to increase attraction capacity.
PC Parks is planned to include an optional park admission ecosystem.
Potential ticket types include:
Servers that don't want an economy or admission system can configure the resource accordingly.
Waterparks can optionally use virtual wristbands for functionality such as:
Compatible PC Parks signs can use dynamic displays rather than permanently baked text.
Displays can potentially show:
ATTRACTION NAME
WAIT: 15 MINUTES
OPEN
And automatically change to:
TEMPORARILY CLOSED
when the attraction state changes.
Park displays can provide live information for multiple attractions.
For example:
← TORNADO — 15 MIN
→ CYCLONE — 25 MIN
↑ FERRIS WHEEL — OPEN
If an attraction closes, connected signage can update automatically.
The display framework is planned for use with:
Giving custom parks a modern connected infrastructure.
Supported attractions can operate through configurable state machines.
Example:
CLOSED → TESTING → OPEN → BOARDING → READY → DISPATCHED → UNLOADING
Rather than relying on one giant loop, PC Parks is being designed around individual attraction controllers and state changes.
Authorized players can potentially operate supported attractions manually.
Depending on the attraction, operators may control systems such as:
Automatic operation can remain available when a server doesn't have enough staff online.
Maintenance is intended to be an actual gameplay role.
Attractions can track simulated information such as:
Staff can potentially receive and complete work orders rather than fixing rides through an admin command.
Maintenance tasks can use structured work orders with statuses such as:
OPEN
ASSIGNED
IN PROGRESS
AWAITING TEST
COMPLETE
This gives amusement-park RP servers an entirely new category of staff gameplay.
Attractions can optionally require opening procedures before entering service.
Depending on configuration, this can include:
Once completed, the attraction becomes available to guests.
Closing an attraction doesn't have to instantly delete everything.
PC Parks can support sequences where:
PC Parks is being designed with multiple categories of positional audio in mind.
Potential channels include:
Audio can be associated with specific park areas or attractions.
Park-wide and attraction-specific announcements can be supported.
Examples include:
Attraction announcements can remain localized instead of playing across the entire map.
Advanced attractions can associate audio cues with ride progression.
This allows custom experiences where:
at specific points during an attraction.
PC Parks is being designed to support attraction lighting states including:
Compatible custom assets can use emissive materials and other effects to create dramatically different nighttime experiences.
The long-term PC Parks architecture is also being designed with timed entertainment systems in mind.
The same underlying cue system can potentially operate:
Supported attractions can define camera locations for experiences such as:
This infrastructure can later be used for advanced ride-photo and replay functionality.
PC Parks is planned to include a modern guest-facing interface for accessing information such as:
Optional progression systems are planned around park experiences rather than generic XP grinding.
Potential features include:
Servers can disable these systems if they want a purely realistic RP experience.
PC Parks is being designed with competitive attractions in mind.
Examples include:
Allowing servers to build attractions with actual results and leaderboards.
Park configurations can eventually support seasonal overlays.
Examples:
Event configurations can alter:
without replacing the entire park configuration.
PC Parks is being developed around standardized custom assets.
Compatible models can expose predefined locations such as:
seat_01
seat_02
restraint_01
restraint_02
camera_pov
fx_front
fx_rear
audio_originThis is intended to allow model developers to build custom PC Parks-compatible attraction assets.
PC Parks is planned to expose events and exports so other FiveM resources can integrate with park systems.
Potential integrations include:
The core architecture is being designed with standalone operation first, with integrations layered around it.
A system this large cannot simply run every feature every frame.
PC Parks is being designed around concepts including:
A player at one park should not need to fully simulate another park miles away.
Development tooling is planned to help server owners identify improperly configured attractions and custom assets.
Potential diagnostic systems include:
PC Parks is being designed for people who want to build things.
Not only people who want to install a premade roller coaster.
The long-term goal is to make it possible for creators to combine:
PC Parks + custom models + custom maps + custom configurations
to create experiences completely different from the parks used during development.
Although PC Parks is being developed and tested around large amusement-park and waterpark environments, the underlying framework is intended to be reusable.
Potential uses include:
PC Parks is currently in active development.
This listing is a pre-order, not a representation that every planned feature described above is currently complete or immediately available.
Features, interfaces, systems, compatibility, implementation details, development priorities and release plans may change during development as PC Parks is tested and improved.
Pre-order customers are purchasing access according to the delivery and licensing terms shown on this listing.
Do not purchase this pre-order expecting every planned feature to be available immediately.
We would much rather be extremely clear about that now than create unrealistic expectations later.
Your pre-order directly supports continued development of:
PC Parks Core
Park Creator
Attraction Framework
Waterpark Framework
Multiplayer Ride Systems
Operations
Maintenance
Dynamic Signage
Guest Systems
Developer Tools
and the larger ecosystem being built around PC Parks.
Early adopters will receive the product according to the applicable pre-order license and release terms.
PC Parks by Panther City Labs
The next generation of amusement park experiences for FiveM.

Upgrade your FiveM server with a modern, powerful, and easy-to-use vehicle menu designed to make vehicle access faster, cleaner, and more organized.
This custom vehicle menu features a sleek, responsive user interface that replaces outdated list-based menus with a polished experience built for modern FiveM servers. Players can quickly browse organized vehicle categories, search for specific vehicles, view detailed vehicle information, and spawn their selected vehicle with minimal effort.
Whether you operate a roleplay community, emergency-services server, racing server, or custom framework, this vehicle menu provides a professional and user-friendly way to manage your server’s vehicle collection.
The menu can be configured to control which vehicles are available to specific jobs, departments, ranks, or permission groups, helping prevent unauthorized vehicle usage while keeping access simple for approved players.
Give your server a premium vehicle-selection experience with a menu that looks modern, performs smoothly, and keeps even large vehicle collections easy to navigate.

Build, customize, rebrand, expand, and commercially release your own FiveM vehicle-menu product using the complete source code behind the Starfire Vehicle Menu.
This package is designed for FiveM developers, development studios, asset creators, and Tebex sellers who want a professionally structured vehicle-menu foundation without having to build every system from scratch.
Unlike a standard single-server script license, this package includes access to the full editable source code. You can modify the interface, expand the functionality, connect the menu to your own systems, replace the branding, and use the project as the foundation for a separately branded and meaningfully modified commercial product.
Your purchase also includes a limited commercial license allowing you to resell your own modified version of the menu, subject to the licensing conditions included with the package.
The Starfire Vehicle Menu is a modern FiveM vehicle-selection system designed to give players a cleaner, faster, and more professional way to browse, preview, access, and spawn vehicles.
Instead of relying on outdated text lists or basic native menus, the Starfire Vehicle Menu provides a polished custom interface with:
The Source Code Edition gives developers access to the underlying project so they can build a distinct product on top of an established foundation.
You are not limited to editing a few configuration values. The included source allows you to modify the interface, client logic, server logic, permissions, storage, spawning behavior, framework integrations, vehicle data, branding, and overall product direction.
This package includes the complete editable source code required to continue developing the Starfire Vehicle Menu.
The package may include:
The delivered source files are intended to be editable by the purchaser.
No part of the package is intended to prevent legitimate development, customization, or modification permitted under the included license.
This package includes a limited commercial license allowing the purchaser to create and sell a meaningfully modified version of the Starfire Vehicle Menu.
This gives developers the ability to use the source as a commercial foundation while still requiring the final product to contain substantial original work.
You may create a new product using the Starfire Vehicle Menu source code, provided that your release is not simply a renamed, recolored, or minimally edited copy of the original resource.
Permitted commercial use may include:
The resale license is intended for developers who plan to create a genuinely distinct commercial product.
It does not authorize direct redistribution of the original Starfire Vehicle Menu package.
Your commercial release must contain meaningful development beyond simple visual or branding changes.
Meaningful modifications may include a combination of:
A modified product should provide legitimate additional value beyond the original source package.
The following changes alone would not normally qualify as a meaningfully modified commercial release:
Your release must reflect your own development work, product direction, testing, branding, and customer support.
Under the included source-code and commercial license, you may:
You are responsible for maintaining, testing, supporting, and documenting the version you create.
The included license does not permit you to:
Your customers may receive the production version of your modified product according to your own licensing model.
They do not automatically receive the original source-code rights or the right to create additional resale products from the Starfire source.
The Starfire Vehicle Menu source provides a modern foundation containing systems such as the following.
The menu uses a custom NUI interface rather than a basic native FiveM list.
The frontend is designed to support:
Because the frontend source is included, developers can rebuild or redesign the visual experience to match their own brand.
Potential changes include:
Vehicles can be separated into configurable categories so players can quickly locate the vehicles they are authorized to use.
Potential categories include:
The category system can be expanded, renamed, restricted, reordered, or completely restructured through the included source code.
Players can search through available vehicles without scrolling through an oversized list.
Search functionality can be configured or expanded to use:
This is especially useful for servers containing hundreds of addon vehicles.
The menu can be expanded to provide multiple sorting options.
Potential sorting methods include:
Developers can add new filters and sorting methods through the included source.
The interface can display vehicle preview images so players can visually identify a vehicle before spawning it.
Developers can replace the included images, add their own vehicle renders, or build more advanced preview functionality.
Potential expansions include:
The preview system can also be connected to an external vehicle-data source or custom image library.
The selected vehicle can display configurable information such as:
The statistics can be edited, expanded, removed, or connected to another vehicle-data system.
Players can save frequently used vehicles to a Favorites category for faster access.
The favorites system can be adapted to use:
The source package allows developers to replace or expand the default persistence method.
The menu can track recently spawned vehicles, making it easier for players to access vehicles they use regularly.
The recent-vehicle system can be modified to support:
Vehicles can be restricted through server-defined access rules.
Potential restriction methods include:
Because the server-side source code is included, developers can connect the menu to their own permission, authentication, or entitlement system.
Access checks should remain server-authoritative to reduce the risk of client-side permission bypasses.
Vehicles can be configured for specific jobs and minimum grades.
Potential examples include:
Developers can change how job data is retrieved and validated through the framework bridge or custom integrations.
The source can support ACE-based access restrictions for:
This makes the menu suitable for standalone servers as well as framework-based communities.
The vehicle spawning system can be customized to control:
This allows the source to be adapted for a wide range of server types.
Configured vehicles may use:
Developers can expand the system to include an interactive livery or extras selector.
The interface can display configurable player information, including:
Unsupported or unnecessary fields can be hidden.
The player-information system can be connected to framework data or replaced with a custom source.
The source can be adapted for environments such as:
A framework bridge can be used to normalize common functions such as:
Compatibility with every third-party framework or resource is not guaranteed unless specifically listed in the package documentation.
The primary value of this package is not only the included menu. It is the ability to build your own product on top of an existing functional foundation.
The package can save substantial development time by providing established systems that can be modified rather than recreated from the beginning.
This source can be used as the starting point for:
The source can also be integrated into a larger garage, dealership, fleet, or vehicle-ownership package.
This product is intended for:
This is not intended to be a one-click white-label resale package.
Purchasers should have a working understanding of:
Basic installation support may be available for the original delivered package, but custom development is not automatically included.
The source package allows you to replace Starfire branding in your modified release.
You may change:
Your modified product should use its own clear identity and should not intentionally create confusion with the original Starfire Vehicle Menu.
Support for the Source Code Edition may cover:
Support does not automatically include:
Custom development, consulting, installation, or integration work may require a separate agreement.
Source-code purchasers may receive updates to the original package according to the update policy active at the time of purchase.
Updates to the original Starfire Vehicle Menu do not automatically update products created by purchasers.
You are responsible for:
Future features are not guaranteed unless they are specifically stated as included.
Because this package includes editable source code, the purchaser is responsible for the security, stability, performance, and functionality of their modifications.
Starfire is not responsible for issues caused by:
Always test modified resources in a development environment before releasing or selling them.
Before purchasing, confirm that you understand:
Read the complete license agreement before using the source in a commercial product.
Your purchase grants you a limited, non-exclusive, non-transferable commercial development license to:
Your purchase does not grant permission to:
The complete EULA included with the package takes priority over this listing summary.
Building a polished FiveM vehicle menu requires much more than placing vehicle names inside a list.
A complete commercial resource may require:
The Starfire Vehicle Menu Source Code provides a head start by giving you an established foundation that can be expanded into your own original commercial product.
Instead of beginning with an empty project, you can focus your development time on the features, integrations, design, and branding that make your release unique.
This package is intended to help legitimate FiveM developers and businesses create original products.
The included commercial license is not permission to duplicate the Starfire Vehicle Menu, replace the logo, change the color, and list it as a new product.
Your commercial release must represent your own development work, branding, testing, documentation, customer support, and product direction.
By purchasing this package, you acknowledge that you are receiving licensed access to source code and defined commercial usage rights. You are not purchasing ownership of the original Starfire Vehicle Menu or unrestricted rights to redistribute it.

Automatically scan, organize, and add your FiveM addon vehicles to vMenu.
pc_vehicle_indexer is a powerful vehicle indexing system designed to eliminate the time-consuming process of manually finding spawn codes, organizing vehicle packs, and updating your vMenu vehicle configuration.
The resource scans your server’s installed vehicle resources, detects supported addon vehicles, generates clean vehicle entries, and automatically adds them to the included vMenu configuration. Whether your server has a handful of custom cars or hundreds of emergency, civilian, commercial, and specialty vehicles, pc_vehicle_indexer makes managing your fleet significantly faster and easier.
Once installed, pc_vehicle_indexer scans the configured resources on your FiveM server and identifies available addon vehicles. It then builds the required vehicle entries and places them into the proper vMenu configuration format.
This allows server owners and developers to install new vehicle packs without manually searching through every resource for model names or repeatedly editing their vMenu files.
You must use the version of vMenu included with this product.
pc_vehicle_indexer is specifically designed and configured to work with the bundled version of vMenu. Other public, modified, outdated, or independently downloaded versions of vMenu are not guaranteed to function correctly with the indexer.
Replacing the included version may cause:
Support cannot be guaranteed when using a different version of vMenu.
Spend less time editing configuration files and more time building your server.
Install your vehicles. Start the server. Let pc_vehicle_indexer handle the rest.
Must Be Placed In The Root Resource Folder To Work Properly